Burning Sky Character Registration Rules

You only get one PC. You may create a new one only if the original dies or you abandon the character, which will convert them to NPC status.

NPC characters may be piloted only by the RPM, RPH, or original creator.

Let's not get crazy with abilities. No powers that can wipe whole armies in one go or anything. Be reasonable. If you aren't sure about your character's abilities, run them by the RPM/RPH.

You may create villains, just run them by me first. Villains are, by default, NPCs.

You're free to form groups with others' PCs/NPCs if both players agree to it.

No posting until your character has been given the OK.

No. You may not be an Akuma.

Create Your Character

PLAYER CHARACTERS

Name: What is your character's name? If they're from the Creed of Eleos, include both names.Age: How old is your character? Keep in mind this RP uses standard lifespans for humans. Djinn tend to live slightly longer.Gender: Is your character male? Female? Other?Appearance: What does your character look like? You may use a picture or describe them in detail. If going with a description, you needn't describe their clothes aside from their general style. Characters aren't always wearing the same thing, here, so specific outfits are unnecessary unless there is a specific reason. Describe things like their height, complexion, etc. Also, for Djinn, note the shape of their horns and if they have any other physical abnormalities (unnatural skin tones, pointed ears, etc.)

Mother: Who was your character's mother?Father: Who was your character's father?Siblings: Did your character have any siblings?Non-Immediate Family: What about cousins? Grandparents?Friends: Any friends of note?

Alignment: Where do they fall on the Lawful/Good - Chaotic/Evil scale?Occupation: What does your character do for a living?Home Continent: On what continent or continents did your character grow up?Creed: Does your character subscribe to any particular Creed's religious leanings? More than one? Are they atheistic or fall into a non-Creed religion?Starting Location: Where will your character be starting out in the RP? Keep in mind that a Creed is not a place. You must at least specify the continent. You may even get more specific and create a territory, even a settlement they'll start off in.Non-Combat Skills/Talents: What are some things your character is good at?Combat Prowess: How well does your character handle themselves in a fight? What is their general fighting style, if any?Weapon(s): Does your character carry weapons? If so, what are they?

Djinn/Gracer/Channeler: Is your character a Djinn, Grace Wielder, or Channeler? None of the above? You may only pick one.

Blaze: If you're a Djinn, what is your Blaze - the fire-based ability you have? Describe what it does, here. If not a Djinn, put "N/A" in this category.Grace: If you have a Grace, what is the effect it has? What are you able to use your holy energy for? If not a Gracer Wielder, then put "N/A" in this category.Book(s): If you're a Channeler, what book(s) do you have? List them here with the name of the lesser god that the book is for (you can make a name up) and the attribute that they control in parentheses. Ex: Rokensha (Wind). If not a Channeler, put "N/A" in this category.

Applications: List whatever techniques you have as a Djinn or Grace Wielder or whatever Incantations you can use as a Channeler, and what they do. You may have as many as you like. To clarify, the above categories are your broad descriptions of what your abilities allow or, in a Channeler's case, which attributes you can manipulate. This section is how you specifically apply those abilities. So a Channeler may have a book for a god with a sound attribute. One of their incantations could let them create sonic pulses while another lets them silence their movements. A Djinn who can create bows and arrows of their infernal blaze might be able to generate dozens of arrows at once or an arrow that explodes on impact, etc. A Gracer that can imbue a weapon with their energy might be able to extend the length of their blade or create force slashes and so on. Think of it all sort of as the different moves at the disposal of JRPG characters. For Channeler Incantations, be sure to specify the casting time. It can be as short as just the god's name and a simple one-word command. However, those won't be very powerful unless a good reason is provided. And they will come with high consequences if they are.

App 1:

App 2:

App 3:

App 4:

App 5

Personality: What does your character like? What do they dislike? How do they interact with others? What's their outlook? You may break this into sections or describe everything in long form.

Background: What is your character's background?

Color Code: What color code will be representing your character in collaborative posts?

Name: What is your character's name? If they're from the Creed of Eleos, include both names.Age: How old is your character? Keep in mind this RP uses standard lifespans for humans. Djinn tend to live slightly longer.Gender: Is your character male? Female? Other?Appearance: What does your character look like? You may use a picture or describe them in detail. If going with a description, you needn't describe their clothes aside from their general style. Characters aren't always wearing the same thing, here, so specific outfits are unnecessary unless there is a specific reason. Describe things like their height, complexion, etc. Also, for Djinn, note the shape of their horns and if they have any other physical abnormalities (unnatural skin tones, pointed ears, etc.)

Mother: Who was your character's mother?Father: Who was your character's father?Siblings: Did your character have any siblings?Non-Immediate Family: What about cousins? Grandparents?Friends: Any friends of note?

Status: Is your character alive? Dead? Are they able to die or essential?Alignment: Where do they fall on the Lawful/Good - Chaotic/Evil scale?Occupation: What does your character do for a living?Home Continent: On what continent or continents did your character grow up?Creed: Does your character subscribe to any particular Creed's religious leanings? More than one? Are they atheistic or fall into a non-Creed religion?Starting Location: Where will your character be starting out in the RP? Keep in mind that a Creed is not a place. You must at least specify the continent. You may even get more specific and create a territory, even a settlement they'll start off in.Non-Combat Skills/Talents: What are some things your character is good at?Combat Prowess: How well does your character handle themselves in a fight? What is their general fighting style, if any?Weapon(s): Does your character carry weapons? If so, what are they?

Djinn/Gracer/Channeler: Is your character a Djinn, Grace Wielder, or Channeler? None of the above? You may only pick one.

Blaze: If you're a Djinn, what is your Blaze - the fire-based ability you have? Describe what it does, here. If not a Djinn, put "N/A" in this category.Grace: If you have a Grace, what is the effect it has? What are you able to use your holy energy for? If not a Gracer Wielder, then put "N/A" in this category.Book(s): If you're a Channeler, what book(s) do you have? List them here with the name of the lesser god that the book is for (you can make a name up) and the attribute that they control in parentheses. Ex: Rokensha (Wind). If not a Channeler, put "N/A" in this category.

Applications: List whatever techniques you have as a Djinn or Grace Wielder or whatever Incantations you can use as a Channeler, and what they do. You may have as many as you like. To clarify, the above categories are your broad descriptions of what your abilities allow or, in a Channeler's case, which attributes you can manipulate. This section is how you specifically apply those abilities. So a Channeler may have a book for a god with a sound attribute. One of their incantations could let them create sonic pulses while another lets them silence their movements. A Djinn who can create bows and arrows of their infernal blaze might be able to generate dozens of arrows at once or an arrow that explodes on impact, etc. A Gracer that can imbue a weapon with their energy might be able to extend the length of their blade or create force slashes and so on. Think of it all sort of as the different moves at the disposal of JRPG characters. For Channeler Incantations, be sure to specify the casting time. It can be as short as just the god's name and a simple one-word command. However, those won't be very powerful unless a good reason is provided. And they will come with high consequences if they are.

App 1:

App 2:

App 3:

App 4:

App 5

Personality: What does your character like? What do they dislike? How do they interact with others? What's their outlook? You may break this into sections or describe everything in long form.

Background: What is your character's background?

Color Code: What color code will be representing your character in collaborative posts?

App 2: Fire Form - Djinn runs his hand along his burning blade, making the "solid fire" blade less rigid, allowing other weapons to pass through (and potentially be melted by) it.

App 3: Burning Bladefall - Djinn conjures a dozen or more blazing sword in mid-air and sends them to descend upon one unlucky target all at once. This is not a guided attack. They don't follow the target. They all zero in on a specific point.

App 4: Explosive Counter - Upon contact with an enemy attack, Djinn can cause the blade to detonate, leaving him unscathed and damaging anyone on the receiving end.

Blaze: N/AGrace: Godspeed - This individual's Grace allows them to use their holy energy to enhance their speed significantly.Book(s): N/A

Applications

App 1: One-Thousand Kicks - This Gracer is able to utilize their speed to get in close and deliver dozens of quicks in quick succession before finishing with one, strong kick.

App 2: Misdirection - Using their blinding speed, this Gracer can literally run circles around an opponent, confusing them by being difficult to follow and almost being able to appear in two places at once.

App 3: Flying Kick - With enough of a straight shot and a running start, this Gracer launches into a devastatingly powerful flying kick directly into their opposition.

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Djinn/Gracer/Channeler: Channeler

Blaze: N/AGrace: N/ABook(s): D'vallha (Plants)

Applications

App 1: Heavenly Bloom - An incantation that's relatively long and used to treat grievous wounds. The afflicted target lies in a bed of conjured flowers until the effect has finished its task. (10 Second Cast Time)

App 2: Dispelling Aroma - The Channeler summons flowers which produce an aroma that can remedy the effects of drugs, hallucinogens, and so-on.

App 3: Petal Barrier - The Channeler conjures a wall of sternly woven together plants that form a protective barrier for themselves and any close allies.

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Characters:

GuildsYuzu the Gunpowder WitchRyūko the SwordeaterSilk the Child of Arachne

EXAMPLE PROFILE - "Iri"

Mother: Unmentioned (Deceased)Father: Unmentioned (Deceased)Siblings: Itou, Kotori (Little Sister)Non-Immediate Family: Iri has no extended family to speak of.Friends: Iri doesn't generally keep friends, so much as she makes "acquaintances." People who can be useful in some way. She may refer to them as "friends," but the majority of them mean very little to her. She's counted as one of Gladeon Shaw's number and that gives her name some sway. The only person she seems to genuinely admire is Miss Scarlet, the owner of the hostess club at which she works. She's the nearest Iri comes to trusting anyone.

Alignment:Type-1 C/NOccupation: "Officially," Iri works as a Hostess, making it her job to basically provide entertainment (via her dancing) and conversation to those who enter the hostess club where she works. Her attention can be bought for minutes at a time and her popularity sees her constantly shifting between fascinated customers who wish to continue speaking with her for one reason or another.Home Continent: Kowari, Nihara RegionCreed: Iri self-identifies as anti-religious. As she defines it, she isn't atheistic, per se. She simply doesn't subscribe to any particular system of beliefs. She finds organized religion to be counterintuitive and ultimately reductive to society as a whole when people believe in something so absolutely that they can't think for themselves. That said, this isn't a mentality that stops at her distaste for religion. She believes people are far too easily led as a general rule and organized religion is the easiest example of the problem.Starting Location: NazirNon-Combat Skills/Talents: Manipulation, Negotiation, and Persuasion are front and center in Iri's long list of useful talents. She's a master at using her words, looks, and other charms to get what she wants, as well as figure out what someone else wants. By using this, she can play people into her hands with ease. This also factors into her natural skill for gambling. Another of Iri's notable talents is dancing. She has a particularly alluring charm when dancing, capable of captivating even the most stoic of hearts with the way she moves almost hypnotically. She's also fairly good at taking care of people, having more or less raised her sister on her own for several years. It's this very fact that trained her to become a good listener, in fact.Combat Prowess: Iri prefers not to fight but is capable of defending herself reasonably, should it prove necessary. She melds the flow of her dancing with the rhythm of her weapon styles to create an elegant and deadly combination. Not overwhelmingly powerful, but evasive and tricky to fight.Weapon(s): Iri has many weapons. But she favors two kinds - a pair of folding fans with steel-bladed ribs and a naginata, alternating to suit the situation. She's proven more than capable of using knives, crossbows, and various kinds of swords.

Djinn/Gracer/Channeler: Djinn

Blaze: Iri's Blaze is known as "Deal with the Devil," which is generally not something one imagines has any practical application in combat. With this, Iri can form and activate "Hellfire Contracts." She lays out her terms and can make them "Binding" with a hellfire touch (usually represented by a handshake, though can be other gestures, as long as she and the contractee make physical contact), provided the opposing party agrees verbally. Even if they were tricked into doing so and don't actually mean it.Grace: N/ABook(s): N/A

Applications

App 1: Contracts - Iri's most powerful contracts are the equivalent of wish granting. She creates one of her Hellfire Contracts, laying out her terms. All contracts come with give-and-take. And she doesn't need to tell the contractee what the price is. The fact of the matter is that wish contracts require power. And power is gained through taking something from the contractee and converting it. This can be anything from memories to years off of one's life to their soul. The grander the wish, the higher the price. What's more, wishes aren't guaranteed to go the way the contractee wants them to. Iri can't grant her own wishes. Iri has a handful of different types of contracts; Causality (contracts that alter probability), Power (contracts that grant abilities, skills, or talents), Influence (contracts that affect the actions of others), Restoration (contracts that can heal or otherwise "fix" individuals), and Acquisition (contracts that bestow specific items to the contractee). There's also the possibility she'll create more contract types as she grows even more experienced. There are limits to what her wishes can grant. Things she can't grant, no matter how much is offered to her in exchange for them.

App 2: Penalty - Iri is also capable of trapping far simpler deals. In ordinary interactions, Iri can seal a verbal agreement with a hellfire handshake. From that point, the opposite party is marked. If they don't fulfill their end of the bargain, they're subjected to excruciatingly painful burns that can mutilate the other party's soul.

App 3: Devil's Due - Devil's Due can be triggered at any time, allowing her to summon anything "signed over" to her in a contract. Physical items are easy. For contracts wherein the contractee paid the price of their soul (or a soul) for their wish, she can summon that contractee (or whoever they offered in their place) from the beyond, bound to do her bidding until she sends them back or they're dispatched. This only works if the holder of the offered soul has died.

App 4: Spirit Link - Iri's final variation of Hellfire contract links her and the contractee. This contract may only be active with one other person at a time. With this contract active, the pair will always be able to find one another, can communicate mentally, and even share what they're seeing and hearing. This contract can be nullified by Iri at any time. For one reason or another, though, she's actually highly reluctant to use this contract.

PersonalityLikes: Iri deeply enjoys dancing, as it's something she's always been good at and she likes the effect her dancing seems to have on people. She's also quite the fan of alcohol (Sake in particular). This blends with her occasional love of teasing people with her charms, leading people to assume she's a promiscuous drunk. The amusing factor is that even for a Djinn, Iri has a remarkably high tolerance for alcohol, so it's rare to see her tipsy, let alone completely sloshed. Her teasing is generally meant to simply get a reaction, which she enjoys. She's just as liable to use words and other tactics simply to provoke her target for a lark. Iri loves the psychological dance involved in bargaining for things and is enamored with the sensation of securing power over the opposing party. In general, she likes having the control in any situation. Iri loves her little sister dearly, keeping a picture of the two of them on her person at all times, kept in a sealed locket that only she knows how to open as to keep the image from ever being damaged. She derives an almost sadistic pleasure in poetically stealing power away from those who abuse it.Dislikes: She isn't fond of deep waters on account of her inability to swim. Iri also isn't fond of all alcohol. She's something of a connoisseur and there are definitely some alcohols she will have nothing to do with. Iri is quite vocal about her disapproval of organized religion. She regards wide-eyed idealism as annoyingly foolish and unrealistic. She's also inherently suspicious of selflessness. But above everything, Iri has no love for those who abuse power. Indentured service and slavery are particularly hot buttons for her. Iri doesn't like having any form of debt to pay, and will seek to equalize at the first opportunity. Iri is more than happy to make an example of a fool. But she actually doesn't suffer fools lightly. They're boring and predictable for one thing, which makes bargains no fun. But she also just isn't generally fond of ignorance.Fears: Falling into a position where she once again loses all of her power and control over her own life. That Kotori will be lonely or worse while Iri is gone, really.Values: Independence, ControlWeaknesses: Her cynicism can be particularly biting, at times, causing her to distance herself, preventing her from really having anyone to truly confide in or rely on. In her mind "Everybody wants something," thus close relationships are unwise and dangerous, lending to her evident obsession with relying solely on herself. As mentioned prior, Iri can't swim.Temperament: Iri is typically very levelheaded and refined, approaching things patiently and rationally whenever possible. Though there are things she feels very strongly about. In those instances her usually measured demeanor can be stripped away, revealing her to be quite opinionated and passionate. Those who know of her from the hostess club consider her to be a mysterious and intelligent beauty with a very calm, perceptive demeanor and a playful streak.Outlook: Iri is a cynical woman who believes that everyone is inherently selfish. She doesn't seem to, on the surface, care much about others or what they're dealing with. She's only interested in her and her sister's wellbeing. She doesn't believe people do things if they don't expect to gain something from it. Why would they?

Background: Iri is an enigmatic woman who doesn't seem to really trust anyone, keeping an arm's length in her connections to everyone. As a result, no one really does know the fullest extent of her history. However, she does possess scars on her back that have been seen by others. Markings left by a whip, no doubt. And considering her name, accent, and so-on, one can guess a fair portion of what happened. At least the basic details. Some years ago, she brought her baby sister to Nazir from the Creed of Kyōhaku, where they apparently terminated her citizenship in some way. She wouldn't speak to anyone at first. That is until she was taken under the wing of a local merchant who gave her a job as his assistant after catching her stealing from others around the market. Things went well for a year or so. Iri was somewhat stable and capable of supporting herself and her sister. However, things suddenly turned sour. Her boss began to abuse his power over her, recognizing that she was now getting used to the feeling of comfort and would thus rely more heavily on him. He began making demands of her. Things she had no interest in. And if ever she refused, he'd subject her to verbal, physical, occasionally even sexual abuse. But where else could she go? Nowhere. And he knew that. He began using her in cons, distracting people with her dancing as a street performer so he could pull a fast one, also taking the lion's share of whatever tips she'd gotten from her performance. If she ever said anything about it, he'd hit her. If she spoke her mind at all in any way that contradicted him, he'd hit her. If she refused any of his orders, he'd hit her. And people knew. Of course they knew. But it was just accepted as how things were.

It wasn't long before this was sniffed out by a certain Miss Scarlet, who not only got to see her dance but also witnessed her con a merchant on her own to get a few Notes for herself. She was immediately interested in having the girl perform at her hostess club. Arranging to have the boss removed from the picture, Scarlet and Iri sat down and had a talk about the latter's future. Over time, Iri grew acclimated to the environment and became a rather popular hostess. What's more, Scarlet taught her the ways of Nazir - Nation of Cutthroats. With Scarlet as her new boss and mentor, Iri's talent for manipulation was refined into an art form and her Hellfire Contracts grew in power and variety. In that time Scarlet even connected her with a number of interesting people, including Gladeon Shaw.

Later she ran into her old boss, broke and running small cons for money. He blamed her for his shortcomings, naturally, even going so far as to threaten Kotori. But Iri actually offered him... a deal. "It's quite simple, really. You need money to get out of this miserable situation, no? I can do that for you. All I want is your time," she said to him. "I'm sure that sounds fair." The man shook her hand on the matter as her contract suddenly turned into a Note in his name with more zeroes than he'd ever seen in his life. "All right, so what is it you have to say, then?" he asked after she handed it over. With a smile, she walked past him. "Nothing much. Simply that I'm sorry for how things went in the past. I hope you have a pleasant life." As her back was to him, though, he gripped his arm, eventually collapsing to the street. Upon hearing this, she looked over her shoulder at him with a rather condescending "And it's been a pleasure doing business with you." She proceeds to leave him in the alley to have a heart attack while taking the note and burning it before his eyes. She did say she wanted his time.

Mother: Sigrun (Half-Mother), Nemain (Biological Mother, Deceased)Father: HjalmarSiblings: 4 younger siblings - three brothers (Ivar, Halvar, Gunnar), one sister (Selby)Non-Immediate Family: UnmentionedFriends: Morrigan doesn't keep an abundance of friends. She's grown rather comfortable with being on her own. The nearest she's had to a consistent friend would be Sigrun, who was always very kind to her, despite the circumstances of her birth.

Alignment:Type-1 N/GOccupation: Morrigan is an adventurer. She doesn't have an official profession, but supports her travels by hunting and gathering, selling what she finds at traders or to other travelers.Home Continent: Jormunheim, JotunhelmCreed: Morrigan follows the Creed of Valora, though is largely viewed as an outcast due to the Creed's (general) superstitious view of magic. This has led to a considerable rift between her and her family, particularly in regards to her father. Morrigan is viewed as something of a curse among many others of her clan, fearing her as a bad omen on the field, and not just for her enemies. While she subscribes to the religion, she's extremely critical of the people who follow it, believing that they're wrongly interpreting Valora's virtue of courage and have strayed far from the original message. Of course, her vocality regarding these beliefs makes her only that much more of a controversial figure among her people.Starting Location: JormunheimNon-Combat Skills/Talents: Coming from the Creed of Valora, especially the Hunter clan, Morrigan has a number of useful skills at her disposal. Many of them revolve around survival, such as water filtering and cooking. She's versed in basic first aid and medical care, is an expert hunter with tracking and trap-setting skills that can compare to the best. She's also a generally intelligent person, with exceptional deductive reasoning skills and a keen sense of observation. As hobbies go, she's good at wood carving and does tend to carve little wooden baubles to keep herself occupied.Combat Prowess: Morrigan is no slouch when it comes to combat. Even the Hunters in Valora are wholly capable of defending themselves masterfully. Morrigan is no exception. She's extremely effective at keeping up her momentum and putting distance between herself and harmful attacks. She has a very situational approach, utilizing the style of "death by a thousand cuts" (being an opportunist who exploits openings to get in close with very small impact attacks that build up over time, then getting out as quick as possible) or overwhelming through sheer power differential (keeping her distance to build up momentum/power and wait for the moment to hit her opponent with it all at once).Weapon(s): Morrigan's weapon of choice is a bow. She does, however, also carry a hunter's dagger, which she can throw with deadly precision. Should any of those things not be an option, she's perfectly capable of improvising.

App 2: Silence - With this Umbrakha incantation, Morrigan mutes herself and anyone else she casts it on, rendering them silent to all but one another for a brief time. This includes speech and movement. (Quick Cast)

App 3: Speed of the Messenger - A Ratatoskr incantation that charges Morrigan and allows her to move with lightning speed for a short period. (7 Second Cast Time)

App 4: Spark - A Ratatoskr incantation that sheathes Morrigan's entire body in electricity for a short period, letting her electrocute anything she touches, and even paralyze people. (5 Second Cast Time)

App 5: Crow Transformation - This Wukong incantation allows Morrigan to take the form of a crow until she decides to turn it off, letting her fly about freely. (3 Second Cast Time)

App 6: Monkey Queen - A Wukong incantation that doesn't physically transform Morrigan, but does give her the strength and agility of an ape for a bit, as well as a prehensile tail. (8 Second Cast Time)

App 7: Second Wind - Morrigan can use this Sylph incantation to rejuvenate herself and others with a mystical breeze. Note that this does not heal injuries. It simply restores energy and suppresses pain. (5 Second Cast Time)

App 8: Winds of Change - Another Sylph incantation that lets Morrigan summon healing winds whose effects Morrigan can keep running after the initial recital of the incantation, passively healing her allies as long as the breeze keeps going. However, this incantation requires absolute concentration, meaning she's usually rooted to one spot while casting it. And the longer she keeps it up, the more drastic the consequence will be. Quick Casting it allows for a quick burst of healing but is only useful for healing minor injuries. (Variable Cast Time)

App 9: Updraft - With this incantation from Fūjin, Morrigan can create a powerful gust to propel herself or a target through the air either gracefully, or like a cannonball. (Quick Cast to 3 Second Cast Time)

App 10: Piercing Gale - The relentless power of Fūjin lets Morrigan surround her arrows with drill-like winds that drastically increase their speed and power upon leaving her bow, letting them pierce through even the sturdiest material. (7 Second Cast Time)

App 11: Arrow Hell - Morrigan can create lightning arrows with the power of this Raijin incantation. She can create up to a dozen in one casting, firing them all on one target or splitting off to strike multiple. (Quick Cast)

App 12: Storm Quiver - The power of mighty Raijin summons thunder and lightning into Morrigan's bow with this incantation, letting her create arrows that embody the power of the storm, providing immense concussive force and searing electrical charge. (20 Second Cast Time)

PersonalityLikes: Being a traveler, Morrigan rather likes animals. She has a particular soft spot for the cuter ones. This goes hand-in-hand with her capabilities as a Hunter to tame animals, such as wolves. As an intellectual, Morrigan is also fond of reading, tending to buy books from whatever new settlements she arrives in. Morrigan's primary drive to travel is her interest in magic. Aside from being mesmerized by the history of it, she enjoys learning more about the Deific Language. Morrigan enjoys working with her hands. She carves wooden baubles to occupy herself and often crafts and modifies her own weapons, traps, and so-on. Her family means a great deal to her, even despite the animosity she faces from half of it. She's unyieldingly supportive of brother Gunnar (the middle brother) and often babies her youngest brother and little sister. And though Ivar (the oldest brother) isn't her biggest fan, she holds no ill will towards him. She's also on very good terms with Sigrun, who has always been there are a firm instructor and kind second mother.Dislikes: Morrigan's greatest pet peeve is actually the current state of her Creed and its blind adherence to a system that fosters ignorance, intolerance, and foolhardy actions. She believes her people to be better than this, but can't stand to be around while they continue down this path. That said, Morrigan has a general disdain for stupidity. She's not especially fond of dishonest people. Of course, everyone lies. But there's a difference between the occasional dishonest act and wholly dishonest individuals. As a general rule, Morrigan doesn't like being around large groups of people. She barely tolerates small groups of people. Even individuals get on her nerves, frankly. With a few noteworthy exceptions. Morrigan doesn't really get along with her father. She doesn't dislike him, so much as she dislikes interacting with him because it always devolves into an argument of one form or another, which she'd prefer not to waste her time on. On that note, Morrigan doesn't like to waste her time arguing with anyone in general. The more circular the argument, the less time is being spent on anything productive. It just doesn't benefit anyone in the long run.Fears: Morrigan's greatest fear is that her Creed will ultimately be its own undoing. That aside, however, her stoic nature makes it seem like she's fearless. And then she'll cross paths with those devils from below. Morrigan is cripplingly afraid of the Akuma. She's able to swallow this fear against small, individual ones. But larger ones or sizeable groups prove difficult for her to face without completely freezing.Values: Curiosity, Knowledge, and Intelligence are paramount among Morrigan's values. As part of the Creed of Valora, she highly values courage, though not quite in the brash way that the Creed primarily defines it. In her life, Morrigan has always highly valued family. Despite the headaches they've caused her, she will always have them in her heart and on her mind.Weaknesses: As a Channeler, Morrigan constantly runs the risk of facing dire consequences for the use of her abilities, especially the most powerful ones. She will also completely lock up, more often than not, when faced with the Akuma. There's also the matter of her being bad about split-second decisions due to her tendency to overthink things that aren't already second nature.Temperament: Morrigan is usually the levelheaded and logical sort, generally coming across as rather stoic and uncaring. She's extremely jaded, resulting in her blunt demeanor. This makes her short with people, and generally standoffish. Some have questioned if her time as a self-imposed exile hurt her ability to perceive emotions and social cues. It hasn't. She simply doesn't care about hurting people's feelings and doesn't spare anyone from her snark.Outlook: Morrigan isn't exactly cynical but is certainly jaded. She's grown weary of people, most of which don't possess the sense gods gave a brick. And yet despite how frequently she's let down, something maintains her sense of faith in the potential of mankind. She has an idealistic dream, but hyper realistic worldview.

Background: Morrigan is the daughter of her community's warrior clan chief. Hjalmar is a man of honor and valor, respected by all. At first, she seemed to take after him a great deal, having greatly admired him as a child. She heard his stories and wanted to be like him, inheriting his adventurous spirit. But an unfortunate truth loomed over Morrigan's existence. She is not the daughter of the chief's wife, but instead the offspring of the chief and a lady channeler named Nemain, who appeared before him and his wife one night, pleading for help with a crying infant cradled in her arms.

The Creed of Valora's stance on magic was not a largely positive one. However, out of obligation, Hjalmar took it upon himself to support his old flame and illegitimate daughter, giving Nemain an improvised position as "Town Mage," and earning many more sideways looks. Though most deflected this lapse of judgment from Hjalmar, blaming Nemain through claims of using her magic to "charm him." But she paid them no mind. Nemain, a kind and gentle woman, would be looked to for her magical talents. And Morrigan grew to admire her mother's work all the more, as a result of this. But it didn't ingratiate her to anyone in the community. As a child, she was often harassed. Meanspirited kids would call her a witch and spitefully joke to have both her, and her mother burned. She'd be called "She-Bastard" and "Jinx" (a play on the superstitious view of magic in the Creed of Valora). Some of the more advanced kids would take things further, wondering "What ancestors would want a mistake like her." The list was unfortunately quite inexhaustible.

These things didn't really keep her down, though. In her childhood, Morrigan was a free-spirited and curious whirlwind of a girl with a fire in her eyes and an idealistic worldview inspired by her father's stories of heroism and glory. She expressed an interest in magic, early on, and began developing her natural affinity for it under her mother's tutelage, though Hjalmar was against it. Especially given the girl's equally natural capabilities as a hunter, which Sigrun was kind enough to help her develop. He believed that her best chance to be accepted in the community would be for her to become a proper member of a clan. Something that'd be far more complicated if she started practicing magic. Hjalmar and Nemain would argue over this for extended periods of time, unwittingly being overheard by Morrigan many times.

Morrigan's life drastically changed, however, a week before her thirteenth birthday, and her Rite of Passage. She'd run off after hearing Hjalmar and Nemain arguing one evening. Something he'd said hit the wrong button and she needed some time to herself. But on the trail to her usual hiding place, she had her first encounter with the last thing she'd wanted to see - a small group of Akuma that had been moving toward the community for an attack. Nemain was the first to catch up, using all of her (dominantly not combat-focused) magical power to protect her child from the monsters, though at the expense of her own life. Hjalmar arrived as Nemain lay on the ground, dying. One of the Akuma surprised him and threw a slash that cost him an eye. But it was still too damaged to be a true threat and Hjalmar finished it off. Following these events, many praised Hjalmar for defeating the Akuma, refusing to believe Morrigan when she told them it was Nemain who stopped the monsters. And Hjalmar didn't seem overly eager to confirm the girl's story, only further driving a wedge between the two of them.

Some years later, Morrigan is a very different young lady. With Sigrun as her teacher, she became an exceptional hunter. And she used her mother's notes to hone her magical talents and learn to read Deific Text. She'd calmed down quite a bit, and matured significantly. Unfortunately, in that time she'd gone on many hunts alongside other hunters, both young and seasoned. None of them ended well. Whenever grouped with anyone, it was like a death sentence. No one teamed with her even got out of the arrangement unscathed. Some were lucky to get away with only injuries. She'd lost several by the time she approached the age to undergo her Harrowing. And by then she had developed a very unflattering reputation as an omen of fate.

At 18, she was sent off to undergo her Harrowing. And this would be the event that made her into something of a myth. Many had already heard of a girl who was the daughter of a chief, yet a wielder of magic (at that time having only Ratatoskr). Even here, in the gateway to adulthood, she couldn't really escape the juvenile taunting of others. During the actual event, she and her bunch of participants made it to their mountain trials. Things were already going less than swimmingly, with several others attempting to sabotage Morrigan. But just as she started to catch up in the final stretch of the gauntlet, the mountains opened. It was the Akuma. Still traumatized, Morrigan froze completely in her tracks. The other participants fought their hardest to fend off the horde but there were far too many. Young hunters were taken from this world far too early and Morrigan couldn't move a muscle. One of the participants, who'd been kinder to her than the others, shielded her from Akuma attack and the two of them were buried in the snow.

Eventually, Morrigan came to and dug herself out. Her friend had saved her life but died from injuries inflicted by the beasts. After assessing the situation, she made her way to the end of the Harrowing alone. She got plenty of sideways looks from people after explaining what happened and who she was. It wasn't long before she heard people starting to call her a "bad omen" behind her back. First her mother, then countless partners during her training, now an entire group of would-be hunters undergoing the Harrowing. Even so, she'd completed the trial and became one of the Blackwinter Hunters, a faction of her home community's Hunter Clan. Yet shortly after returning home, she made up her mind to leave, striking out on her own as an adventurer. With everything that'd happened, she simply didn't feel like the Creed was where it needed to be and she couldn't stand to sit around, perpetuating the cycle. Not after she'd witnessed the selfless heroism of her mother, who loved her greatly, and a friend who barely knew her. That was the kind of courage she wished to see out of the Creed. Not glory-hogging bravado. And so she was off, looking to better herself by acquiring new magic and applying her skills however she could to benefit others.

Mother: UnmentionedFather: UnmentionedSiblings: Hilde (Baby Sister)Non-Immediate Family: UnmentionedFriends: Baldrik is a "friend to all," but not a man with many close friends. He's outlived the majority of those he'd made in his youth. His primary support structure, now, is Adeline - the young woman who runs the tavern he frequents. The patrons often gather 'round to hear his stories and the like whenever he gets going. He's well-liked in his community, but there are few that he truly confides in anymore.

Alignment:Type-2 L/G. All his life, Baldrik has stood to maintain civic order and uphold justice. But in his progressively advancing age, years of regrets and "what ifs" have taken their toll on what was originally a hardline stance of lawfulness, making him lean for more on the "Good" aspect.Occupation: Former Templar, Former Blacksmith, Knight ErrantHome Continent: Feroth, ReinarchCreed: Baldrik follows the Creed of Nemesis. But while he adheres to the Creed's teachings (for the most part), politically there are certain practices he simply cannot follow.Starting Location: Feroth, EtriumNon-Combat Skills/Talents: Prior to his becoming a Templar, Baldrik was training to be a blacksmith under his father, who'd had hopes he'd take up the forge and the family business. He later returned to this line of work after retiring from the Templars. He's a very good blacksmith at that, able to craft incredibly sturdy weapons and armor. He's also surprisingly good at crafting daintier items and trinkets, such as jewelry.Combat Prowess: Baldrik is a seasoned veteran of war, having served as a Templar during the latter stages of the Djinn Uprising and fought in countless skirmishes with the Akuma. His expertise extends to many weapons and fighting styles. But he's most famously seen as something of a one-man-army, able to destabilize entire groups of enemies singlehandedly in a high risk, high reward fashion.Weapon(s): Baldrik's weapon of choice is a two-handed battle-ax that was gifted to him. One he's fully capable of slinging around with just one hand if he feels like it. It even has a name - "Armina." It's worth noting that Baldrik also considers his armor to be a weapon, and does use it as such, turning himself into something of a human wrecking-ball when warranted.

Djinn/Gracer/Channeler: Gracer

Blaze: N/AGrace: Baldrik's Grace grants him the power of overwhelming force. With this, he can channel his divine energy into immense pressure, which can be applied in a number of ways.Book(s): N/A

Applications

App 1: Rush - One of Baldrick's preferred methods of dealing heavy damage is to apply immense pressure to his own person and use it to propel his next movement, launching himself in whatever direction with great speed and tremendous destructive force.

App 2: Advancing Pressure - One wouldn't think Baldrik has any real options in terms of range. But he's actually fully capable, being able to attack from a distance by empowering attacks to create waves of raw pressure. Depending on the pressure he builds up for the attack, the extent of their concussive force varies.

App 3: Resilience - A tactic Baldrik learned early on was the ability to improve his durability by manipulating the pressure of the air around his body, essentially reinforcing himself and/or his armor to buffer offenses.

App 4: Vacuum Cut - A variation on the "Advancing Pressure" technique, Baldrik can apply pressure just to the edge of his ax blade, then swing the weapon and create an arc of slashing air that travels in the direction he made the motion.

App 5: Eruption - Primarily a defensive tactic, Baldrik can generate bursts of tremendous pressure around his body with explosive results. Best served to repel enemies and clear areas.

App 6: Overwhelm - Harnessing pressure in his person and/or his weapon(s) allows Baldrik to drastically increase effectiveness, either by simulating far enhanced strength and strengthening his weapon's edge, letting him punch or cleave through even the sturdiest of armors.

App 7: Decimation - One of the most expensive of Baldrik's techniques is the ability to generate a burst away from his actual person. This isn't remote, as some people seem to think. He can't simply will something to explode or shatter on command. But by connecting his other techniques, he can use the residual pressure from them to manipulate the internal pressure of whatever he's managed to hit, then causing that object (or, in the cases of those unfortunate enough to truly cross him, the person) to Burst.

PersonalityLikes: There is little that Baldrik loves more than the thrill of the fight. Perhaps the opportunity to regale others with the stories of his heroics in his heyday. What defines Baldrik most is his love of fighting for justice, not so much for the sake of fighting, itself. He certainly enjoys the rush of battle. But, in his mind, a battle truly worth fighting is a battle for a cause he believes in. He's also a major nerd for weapons and armor, always ready to see someone's gear in the interest of learning its history. He's also known to be the most spirited man at the bar, often partaking of lively boasts and drunken songs with those who join him in his merriment.Dislikes: Baldrik holds a strong contempt in his heart for gross injustice and will not tolerate it. This does extend to the treatment of the Djinn, believe it or not. He doesn't speak his mind on the subject often, but it's clear he's not in favor of the prejudice they face and the subjugation they endure around the world. Baldrik may enjoy the battle, but he has a rather strong dislike of the war. There is a strong duality to war, itself. What the Uprising showed him was that there's seldom a "good" side and a "bad" side. He bore witness to atrocities committed on all ends of the conflict, including Oston - a victory for no one. But more than anything, Baldrik despises the Akuma. They're soulless engines of destruction that exist for no reason other than to cause death and widespread suffering. He revels in the chance to do battle with the devils at any opportunity.Fears: Baldrik's greatest fear has always been that his legacy would remember him as a hero for the wrong reasons, having fought in the Uprising - something he's grown less proud of over time. Worse yet, he fears that he made the wrong decision in turning down a higher post when he was a Templar, instead choosing to retire from duty. He believes that, had he not abandoned his comrades, he may have been able to secure the influence to sway the Templars away from their current path.Values: It goes without saying that Baldrik highly values Justice, being an active defender of it and an advocate of fairness. He's also known to highly value chivalry and honor, among other knightly codes.Weaknesses: Baldrik's age is beginning to creep up on him. While he's more than capable of being every bit the devastating warrior he was in his youth, there are times when his age begins to show. Luckily for him, he isn't that old yet. But he has his moments. Furthermore, Baldrik is prone to tunnel-visioning onto specific objectives, which can go badly if there's a proven need to for adaptability in a situation.Temperament: Baldrik may seem to always be a jovial fellow with a hearty laugh and a larger-than-life personality, but at least a portion of this is a facade of his younger self - a brash young lad with a boastful nature. In truth, Baldrik is still that young man at heart. Enjoying the company of those who appreciate him. But he has his more pensive side, often concealed until such a time that he's in the company of only those he most trusts. In battle he's every bit the blood knight that he was in those days. But he certainly has the capacity to get serious when he feels so compelled. And a fully armored Baldrik in a serious mood is perhaps even more frightening than a Baldrik with his usual theatrical demeanor.Outlook: Baldrik is the all-loving sort, believing in the power of goodness and upholding the value of justice. He's a proponent of a fair world, in which all peoples are treated evenly. And it's this outlook that drives him forward.

Background: Baldrik comes from a family of blacksmiths, famed in Reinarch for their incredibly sturdy weapons and armor. They strongly supported the Templars, always outfitting them with the best they had to offer. Because of this, he grew up around many great and noble knights. One, in particular, a friend of his father, would often stop by to have his favorite ax worked on. While waiting, he'd regale Baldrik with tale after tale of his heroic deeds, defending the Creed and her allies from the likes of the Akuma. The man was Baldrik's idol, as a child, almost like a second father. He knew Baldrik would one day wish to join the Templars and go on heroic adventures as he did. But he always made sure to tell the boy to fight only for the right reasons. Chief among the reasons to be a Templar is the desire to fight for a just cause. He made sure to help Baldrik train and taught him a great deal about the meaning of justice. An event that Baldrik tells only a select few about, but will never leave his memory, is the day his mentor allowed him to come to the Templar Hall, just to see what it was like inside. While there, they ran across a Djinn slave being harassed by a couple of Templars. But his mentor stood tall, approached them, and made them stop. "Justice is the ultimate expression of fairness," he said. "And I can think of no existence more unfair than that of the Djinn."

A handful of years later, Baldrik was becoming a very capable young man. But then news spread that a war was on the horizon. Confirmation came in grim fashion as his mentor showed up on their doorstep one morning, badly wounded with severe burns in several places and scorch marks on his armor. He brought, with him, news of a Djinn Uprising, warning that the family was in danger due to a number of Djinn radicals targeting them for their aid of the Templars. With this final message delivered, and a final goodbye to his friends, he succumbed to his injuries. He'd given Baldrik his ax, told him to get his family to safety. And that he did. Their smithy was razed by a radical group of Djinn, but they had escaped with their lives, thanks to his mentor's sacrifice. Following this, Baldrik set out to join the Templars at last, very much against his family's wishes.

After joining and getting through his training, Baldrik fought for the opportunity to join the fight against the Uprising, having a bone to pick with the Djinn for killing a man who'd formerly been nothing but kind to them. He got his chance and fought in countless battles towards the end of the conflict, earning himself quite the reputation. He averted many travesties but bore witness to just as many in his time there. Throughout it all, he remained vigilant and eager to show what he had. He'd become quite the legend in his own right. When the Uprising ended, Baldrik remained to serve for many more years. But as he continued his service beyond the war, he began to feel less and less satisfied. An emptiness crept through him. Eventually, he was offered a promotion to a much higher position. But by then he was weary, turning the offer down and instead retired from duty to rebuild the family's smithing business after getting back in touch with his sister, Hilde.

The time he's spent out of the line of duty has afforded him the chance to reflect. And in looking back, he grew displeased with what he saw. Would his old mentor really be proud of his actions? Could he be proud of his own actions? He began to correct his outlook over time but, still, there was the nagging feeling that he could do... more. At the back of Baldrik's personal trophy room was his old armor, bearing many chips, scuffs, and so-on from years of fighting. A reliable old friend, indeed. And just above it hung Armina, his mentor's old ax, passed down to him. Her edges were worn, but there she was, always ready to be picked up again, should Baldrik so choose.

Name: Tsubasa, Kasai (Formally Duncan) Age: 25 Gender: Male Appearance: Kasai dresses in the robes of his Creed. He does file his horns down so that he can wear a decorative headband over them. This is a stylistic choice, for the most part, but it does make it easier to look human too. He likes to joke that he's the best looking monk alive.

Mother: Unmentioned Father: Unmentioned Siblings: UnmentionedNon-Immediate Family: UnmentionedFriends: He is friends with most of the monks from his Creed.

Alignment:Type 4 CGOccupation: Monk, Religious ScholarHome Continent: Feroth, EtriumCreed: He is starting out with Kenkyo as his main Creed. However, he has the brilliant idea that all the Creeds should be one. This is not a popular ideology. He tends to keep this stance to himself unless asked about his beliefs. Starting Location: Ipal, ItarioNon-Combat Skills/Talents: He loves to paint. During his monk training, he developed a love for painting landscapes. His skills with a brush are modest however he only paints for fun and will never try to sell any of his works. He lacks the ability to cook anything. He usually carries nuts and other snacks with him. Combat Prowess: He is a monk from the Kenkyo Creed who has mastered various forms of self-defense. Weapon(s): He carries with him an elaborately decorated katana that he has masted fighting with.

Djinn/Gracer/Channeler: Djinn

Blaze: Kasai's Blaze is known as Hell's Angle when activated he gains six wings formed out of white flames. With these wings, he can fly and perform acrobatic feats in the air. On top of the increased movement, he can perform a few other actions with his wings. Grace: N/ABook(s): N/A

Applications

App 1: Feather Shot, Kasai can rain down fiery feathers on his opponents. There's a catch though. If he does this more than twice he risks losing all of his feathers and falling out of the sky. It's a last-ditch effort more than anything.

App 2: Uplifting flames, Kasai can create a powerful updraft that shoots him straight up into the air allowing him to fly without getting a running start.

App 3: Wing Shield, Kasai can fold his wings in front of his body, blocking things like wooden arrows. It doesn't work on spears, crossbow bolts made of metal, ect...

App 4: Aileron Roll, Kasai can do an aileron roll to send out firey waves to deflect attacks.

App 5: Mach Speed, Kasai can break the sound barrier. There are some problems with him doing this, He can't sustain flying at that speed for more than two minutes. He would die even he goes any longer. He hates using this ability as he has yet to master landing afterward.

App 6: Seven Divine Blades, This is Kasai's ultimate attack. He uses all six of his wings and his katana to unleash a barrage of slashes onto a single opponent. He can use them individually as well, but if he is outraged he will cut someone into thin slices.

Personality:Likes: Kasai loves to try new things. Unfortunately, that includes but isn't limited to strong drinks. He can't handle alcohol at all. He also loves to try any new foods. This also leads to complications at the start of his "pilgrimage."Kasai also loves to read. He mostly likes to read religious text but has been known to read fantasy stories as well. His first love is painting. He can't resist the urge to paint landscapes. He likes vegetables but only if they are cooked.Dislikes: Kasai dislikes salad of any kind. He also dislikes any type of travel by boat. He has to be meditating just to stay calm while he is on a boat. He dislikes bullies and views all slavers and slave owners as bullies. He dislikes injustice of any kind, but he also knows he can't do everything. Fears: Kasai's greatest fear is to become enslaved again. He remembers every lashing he received from his former master and would rather die than go back. Values: Freedom, Unity, FairnessWeaknesses: Kasai is a bit naive. He hasn't gotten out much since he became a monk and has much to learn about the rest of the world. The smell of alcohol can cause him to get drunk almost instantly. This can lead to some very awkward stories about his past, like the time his master beat him half to death while singing. These stories are never happy. Temperament: Kasai is a devout monk on the outside. On the inside, he just wants to have some fun. He told his monk brothers that he was going on a "pilgrimage" but it's really more of a vacation from his duties. He tries to be friendly but does sometimes say things that are rather blunt. He tends to go with the flow unless the flow leads to violence.

Background: Duncan was born into slavery. He never knew his mother or father, he was cared for by another slave whose child was sold off. At the age of eight, he received his first lashing for trying to help his caretaker. Not satisfied with just beating the child his master beat and killed the woman too. Duncan swore to himself that he would escape and secretly trained himself how to fight using his master's old Templar sword. At the age of eleven, he killed his master with his own sword. With the death of his master, Duncan ran for his life. Discovering his blaze in the process He manages to get on a ship bound for Ipal. Not feeling safe he boarded another ship bound for Kowari. There he was eventually taken in by the monks of the Kenkyo Creed, given a new name, and trained for fourteen years.

Mother: Celine BeaumontFather: Lucien BeaumontSiblings: Claudia BeaumontNon-Immediate Family: UnmentionedFriends: Alain is a very popular young man for whom "friends" are in no short supply. His family's wealth has yielded him many who simply want to benefit from his "charity." And his talents and looks have netted him many male and female admirers alike. That said, being such a social butterfly and center of attention, he has few actual friends. But by far his closest companions are Vidal and Pascal Leblanc, a brother-sister pair that he grew up with.

Alignment:Type-3 L/N. Alain is a man of principles. He has his own codes of morals and ethics and chooses to stick to them. He doesn't much care what other people believe, so long as they have some manner of conviction in those beliefs. That they genuinely believe in what they're doing and saying. And that they aren't hypocrites who go against everything they preach or spineless, overly fickle people.Occupation: Heir - Alain belongs to a family of fairly successful aristocrats who made their fortune in the arts and are greatly credited with expanding the culture of the Creed through their interest in history. They're particularly known for procuring Akuma remnants from the lakes and placing them on display. However, as they've studied these old scraps, they've discovered the superior technology in many of them and built a very secretive business empire around the exchange of Akuma secrets and reverse-engineered technology, including repurposed Akuma weapons. Alain has been groomed to take over the reins of the family business from childhood and has proven himself charismatic enough to operate in the aristocratic world, as well as shrewd enough to run such a sophisticated outfit.Home Continent: Wudreaux, CroixCreed: Alain is a firm believer in the Creed of Cariti and a strong proponent of charitable deeds. He's seen as something of a golden boy by some of the higherups in the Creed's structure for his advocacy. And is known to condemn those who claim to follow the Creed's message of love but, in reality, only go through the motions.Starting Location: Wudreaux, CroixNon-Combat Skills/Talents: Alain is known to have very keen business sense, being perfectly capable of discerning what's necessary for success. He's an expert at twisting things into his favor by arranging unwinnable situations for "opponents," proving to be absolutely ruthless when necessary. He's likewise a very cultured young man, having been taught the arts from the time he was small. He can paint, play a handful of instruments (most notably piano and violin), dance, play strategy games at a high level, and cook. But perhaps his most noteworthy trait is his sheer intellect. Years of studying have contributed to his genius, giving him not only a firm grasp on arithmetic, language, and history, but also the inner-workings of various Akuma remnants, thanks to the research done by his family's people. As such, he's very scientifically proficient, able to easily pick up and understand more advanced technology.Combat Prowess: Alain has been instructed in the art of self-defense for many years by the captain of his family's personal guard detail. Furthermore, he's honed his own talents over the years, applying his skills whenever he ran across... "complications" during his travels on family business. That said, he's still no expert and isn't entirely used to fighting. But he's no pushover.Weapon(s): Alain is versed in standard swordplay. However, his weapon of choice goes quite a bit beyond this. The "Rail Sword" is a long, greatsword-like weapon, created by restoring an Akuma remnant and refining its design into something practical. The blade has a narrow slit running down its center, in which it builds some kind of energy, eventually massing into some sort of aura around the blade that can be used in a number of different ways. To compensate for the Rail Sword's immense size and weight, Alain actually ingests Luminite Potions to increase his physical abilities, letting him handle the oversized weapon with the same ease he would a rapier.

Djinn/Gracer/Channeler: N/A

Blaze: N/AGrace: N/ABook(s): N/A

Applications

App 1: Overslash - The aura that surrounds the Rail Sword can be contained within the blade. When this is done, it increases the sword's effective cutting range and power. The aura infused into the blade can also trail off, creating somewhat ranged energy emission slashes to cut at a distance, which Alain has learned to make use of in various attack combinations.

App 2: Energy Dome - The aura of the Rail Sword can also be focused outward and used to create a protective bubble that can sponge up a good deal of damage for a brief time before the energy is used up and must take a bit to recharge.

App 3: Discharge - The Rail Sword can discharge all of its stored energy into a scalable beam whose power can range from cute to devastating, depending on how long Alain holds the button to build the charge up.

PersonalityLikes: Alain rather enjoys his lavish lifestyle. However, he does fancy a bit of excitement from time to time, liking to get out, stretch, maybe get the chance to work out his sword arm. He's also known to like reading and studying, particularly where it pertains to the Akuma. He finds the devils to be rather fascinating and is one of few people who doesn't actually fear them. Though that isn't to say he would like their company. They're still dangerous and he will cut them down in an instant.Dislikes: Alain is very unfond of fickle people and those who lack conviction, of course. But he's perhaps the most irritated by two-faced people and those who wear metaphorical masks, hiding their true colors. He finds it to be cowardly, among other things. Furthermore, he's not overly fond of unnecessary violence. He doesn't consider sparring or self-defense to be in this category, so much as petty squabbles, particularly over conflicting ideologies. He's abhorrently opposed to chaos, believing in systems and preferring the beauty of order. It's because of all of this that he's known to have a particular contempt built up for Nazir, making a note to avoid doing business with anyone from that continent.Fears: Contrary to his demeanor, Alain is exceptionally nervous about his fast-approaching takeover of the family business and his ability to keep things going for another generation.Values: Structure, Conviction, Charity, EnterpriseWeaknesses: Alain still isn't the most skilled fighter, despite his ability to hold his own. While he's admired for his vocality regarding his principals, his tendency to speechify can cause trouble. He can be a bit overly confident at times, causing him to drop his guard at very inopportune moments.Temperament: As a general rule, Alain is a calm, refined young man. His mannerisms combine with his vaguely feminine appearance to the point of making him seem very much androgynous. Though he is male and identifies as such. He simply doesn't act in a stereotypically masculine manner. He has a cool temper and tends to be very measured, even when annoyed or worse, seldom (if ever) losing his composure. That said, he's not above expressing emotion. He simply believes there to be a time and place and it would be improper not to adhere to it. Ordinarily, however, he is the perfect gentleman - chivalrous, charming, everything.Outlook: Alain sees the world as a place defined by the individual. One's beliefs and perceptions shape their reality. This is largely why he so strongly clings to the notion of having a personal code and a strong conviction to it. The fickle make the world dull by virtue of not truly having their own beliefs. The chaotic make the world too messy for its beauty to be seen. And so Alain is a critic of both. As to his personal code of beliefs, Alain largely falls in with the core teachings of the Creed of Cariti, highly valuing generosity and committing himself to giving back for the sake of making the lives of others easier.

Background: The Beaumont family is well known within the Creed of Cariti, particularly throughout Wudreaux. Their cultural and historical knowledge contributions have been revolutionary, to say the least. When he was a child, Alain knew he was destined to take over for his parents. He was constantly being groomed for the position, tutored regularly, trained in the ways of business, and then some. Of course, it was all terribly boring. So he eventually found himself sneaking off with his friends to go on adventures. When he was caught, rather than simply getting into trouble, it was decided he'd learn to defend himself. That way he could at least fend for himself if things ever got dicey.

Alain matured into the young man he is today, drawing the eye of many young ladies and men alike. His family often brought him around to show off his successes. However, the truth of the matter was that he'd eventually be made aware of the Akuma side of their business and became fascinated with it. He would ask to go along, refusing to take no for an answer. In time, it became apparent that he was one of their foremost experts on the devils. So they began to bring him on their Akuma business dealings. This ultimately led to the discovery of many Akuma remnants, including a weapon that Alain took a shine to. Through some study, he was able to figure out how it worked, salvaging the weapon into its new form, the Rail Sword.

These days Alain is that much closer to running the family business. His parents continue their work, but there's been talk of his father retiring, and his mother following him to retirement. With all that said, Alain is still fairly young, and has become much more nervous with the prospect than he had been in his childhood years.

Mother: Fiona AcostaFather: Marcel AcostaSiblings: Vivie has a few siblings, older and younger, though she seldom actually talks about them in great detail.Non-Immediate Family: Vivie actually has a rather large family, by her account, but the only one she seems to regularly talk about is her Nonna (what she calls her grandmother).Friends: Vivie isn't typically an especially social person. Far from unfriendly, for certain, but she doesn't go out of her way to make friends. The nearest and dearest friend to her was her Nonna, who she'd regularly visit and spend time with.

Alignment:Type-5 C/G - Vivie doesn't really think (let alone care) about rules or structure. As long as they stay out of her hair, she's perfectly content.Occupation: Adventurer - To hear her tell it, Vivie doesn't really have a definitive job. She travels around, looking to discover more about the Akuma and the Old World, unearthing their technology and studying their history. She finds remnants and uses them to develop her own trinkets. She supports her travels by acting as something of a wandering smith, mending, buffing, and otherwise maintaining armor and weapons for towns that don't have immediate access to a smithy, for whatever reason. But she also has... other connections. Put plainly, Vivie is highly active in the black market, trading remnants she no longer needs for rare components, resources, and so-on that she has a use for. Sometimes she can even come across new remnants she's never seen before, usually trading inventions she's bored with for them. What's more, she's something of an arms dealer, in a sense, but not in the way one typically expects. One of the more surprising activities she'll partake in is visiting smaller villages with a significant likelihood, even a history of Akuma threat, selling them weapons of her own design on the cheap to help them defend themselves.Home Continent: Zatus, Vega del RioCreed: Vivie is actually an oddity among her family. Both her parents are followers of Coercos, which she's never really been able to truly identify with, feeling people shouldn't need to restrict themselves and should be able to share all of themselves with the world. However, spending so much time with her Nonna, who was a devout follower of the Creed of Cariti, Vivie became interested in the Creed, herself, or at least its teachings. She was fascinated by the Creed's message of generosity, which inspired her leanings greatly, to the point where she essentially follows the Creed, though not in the strictest sense. She doesn't, after all, attend services or partake in any of the rituals. But she believes in the spirit of the Creed - Giving. And she's made it her goal to embody that spirit with her actions.Starting Location: ZatusNon-Combat Skills/Talents: Vivie is a genius, plain and simple. She's capable of deciphering technology from the Akuma and the Old World, reverse engineering it to create her own contraptions after a bit of trial and error. Aside from this, her travels have yielded her a number of useful survival skills. She's also fairly athletic thanks to her adventures, though she's always been an exceptionally good swimmer, very comfortable in the water. Furthermore, her time with her Nonna has yielded her a gift for the culinary arts. Vivie is a splendid cook and can make a good meal out of even some very unconventional ingredients if necessary.Combat Prowess: Vivie isn't formally trained in combat, but she's perfectly capable of watching out for herself. She's adept at using her surroundings to her advantage and improvising ways to overcome obstacles. She's also very good at determining and exploiting weak points in an enemy's armor, technique, and so-on. This has made her exceptionally good at bringing down powerful targets, including heavy Akuma. Despite this, she's not a one-woman-army. She's entirely mortal and doesn't have the most airtight technique when it comes to fighting.Weapon(s): Vivie's primary means of attack are her Burn Knuckles and Blast Ankles. These are pairs of gauntlets and boots equipped with technology taken from the Akuma. While she didn't design the apparatus itself, she was able to figure out how to trigger it, letting her work it into a rig she could use. Both are able to produce the same blazing Aura that the Akuma are known for, which can be used in a handful of ways. The Blast Ankles greatly improve her mobility, for one, allowing her to dash to and fro at far greater speeds than humanly possible. The Burn Knuckles can harness the aura to great powerful flames. To compensate for the forces exerted on her body by these, she consumes a modified version of the Luminite Potion, increasing her physical abilities. Her own special brew that lasts longer (days, in fact, where the normal version lasts for roughly 24 hours), but at the expense of some of the power. The less frequent rate of consumption also does away with the less desirable side-effects - the 100x hangover that usually results from the potion wearing off and the risk of addiction that users who rely on the potion daily must risk. Finally, Vivie comes equipped with a long, iron club weapon that has no special properties. It's just a big metal stick that hurts if she hits you with it.

Djinn/Gracer/Channeler: N/A

Blaze: N/AGrace: N/ABook(s): N/A

Applications

App 1: Megaton Punch/Kick - Using the Akuma aura in either the Burn Knuckles or Blast Ankles, Vivie can boost a punch or kick with literally explosive force. Enough to sheer holes through most medium armor.

App 2: Rocket Upper - Combining the force of a rocket-propelled jump and punch, Vivie can land an uppercut that launches her well into the air, carrying her target with her.

App 3: Burning Claw - By harnessing and containing the Akuma aura in her Burn Knuckles, she can effectively superheat them, more or less turning them into molten claws that can sheer through steel.

App 4: Blazing Speed - The Blast Ankles can't produce enough lift for sustained aerial travel. But they can allow enough propulsion for a sustained dash along the ground at high speed.

App 5: Wall of Fire - Vivie can use the Burn Knuckles to create walls of fire for the sake of crowd control and defense by deterring adversaries from crossing through them.

App 6: Advancing Flames - The Burn Knuckles can harness the fiery aura of the Akuma and project it outward in the form of an intense flamethrower.

App 7: Prominence - By harnessing the fiery aura of the Burn Knuckles and concentrating it, Vivie can generate a beam of raw heat and mild concussive force. The more concentrated, the less heat is produced and the more concussive the beam is. However, the more concentrated, the more heat the beam packs, also becoming finer and less concussive, able to slice through boulder like tissue paper.

PersonalityLikes: Vivie is very obviously enamored with Akume and Old World technology. What's more, she loves traveling and getting to learn new things, unearthing new discoveries and studying them. She absolutely can't resist taking things apart when she's curious to see how they work, usually getting ideas and tinkering with things in the process. Aside from that, however, she also loves adventuring because she enjoys getting to see new places. She hasn't been outside of Zatus yet, but she loves her homeland, believing that nowhere could possibly compete with its diversity and beauty, having places like the rainforests and the Apkani River. Removed from all that, Vivie loves to swim, feeling rather free in the water. Thanks to her Nonna, Vivie has developed a strong fondness for cooking, with a propensity for spicy foods, though can cook just about anything.Dislikes: Interestingly, despite being highly intelligent, Vivienne is not overly fond of reading. She finds it to be painfully boring and a waste of time when she can figure things out just as easily the more fun way - experience. She's not especially fond of seeing people in a bad way, thus she typically feels compelled to help. This extends to her clear contempt for "bullies." Anyone who actively goes out of their way to make the lives of others difficult will get no love (or mercy) from her. Interestingly, though, this disdain doesn't seem to extend to the Akuma. She'll certainly fight the devils without hesitation but never seems to do so with a shred of contempt in her demeanor. Probably because she's too excited about taking it apart when she's done. She doesn't care for being told what to do and doesn't much enjoy having rules and the like get in her way.Fears: Most expect that Vivie is too insane to have any concept of fear. After all, she regularly braves perilous terrain and seems to be the only person alive who doesn't approach the Akuma with any real sense of caution. However, Vivie is actually quite well-acquainted with fear. Because she's a genius, her mind is constantly running the math and playing the scenarios. At any given moment, something bad, even cataclysmic could happen. She can visualize that... all the time. And it terrifies her. Put simply, Vivie's concept of fear can be described as "That's my secret, Captain. I'm always afraid." She simply doesn't let that fear consume her, pushing it off to the side by focusing on the potential positive outcomes.Values: Curiosity, GenerosityWeaknesses: Vivie can seem rather scatterbrained, being easily distracted and prone to letting her mind wander. Furthermore, she's a bit on the childishly naive and gullible side. This comes from her lack of real-world experience. She has a not-insignificant issue with perceiving and considering the consequences of her actions.Temperament: Vivie is characterized by a sense of jubilant enthusiasm and unsatiable curiosity. She's not especially highly energetic unless in the presence of Old World or Akuma remnants or on the cusp of some new discovery or breakthrough. At which point she practically becomes an eager and excitable child, bouncing with glee. When not in that state, she's fairly neutral and passive. Not unfriendly or standoffish, but not particularly outgoing, generally only letting her friendliness show when someone takes the initiative to interact with her and she decides she likes them. She's fairly even-tempered, barring a handful of very specific circumstances. Thus it's rare to actually see her angry. Put plainly, Vivie is... an odd girl. She seems to completely disregard norms and conventions that are second nature to most normal people.Outlook: Vivie spent a large amount of time around her Nonna. "You have a beautiful mind, mija," she'd say. "I hope that one day you can share it with the rest of the world. You could make so many people as happy as I am to have you." Ever since hearing this for the first time, Vivie has made it her mission to share her knowledge in the interest of making people's lives safer, easier, or just more interesting.

Background: Vivienne comes from a large family and was neither the youngest nor the oldest. So, naturally, her voice was often drowned out by the cacophony of voices older and younger than her. Her parents could seldom pay her a large degree of attention. Tired of always being drowned out, and scarcely able to hear herself think, she began visiting her Nonna at a young age. The two of them would spend entire weekends together, bonding over everything from nature to food. Nonna would always listen to Vivie's troubles and offer comfort and/or advice. She'd humor, and even encourage Vivie's boundless curiosity, recognizing the girl's brilliance well before anyone else ever did. The two of them were inseparable. Their bond came to be represented by a necklace of the Cariti crest that Nonna had given her.

Nonna saw, in Vivie, the desire to use her mind for something greater, encouraging the girl that she could do great things by sharing her gift. Vivie often thought of what she'd be able to do with her talents and it eventually hit her. Inspired by her Nonna, she decided she'd strike out on her own. Knowledge is useless when there's no one to share it with, after all. So after a tearful goodbye to her Nonna, and a... less emotional goodbye to the rest of her family, Vivie left on her adventures to learn more and share whatever she learned with the rest of the world. She could certainly join some greater outfit or think tank. But where'd be the fun in that? This way there'd be less red tape to slow her down, she could place herself in the much more immediate presence of the interesting stuff, it was the perfect solution for her, in the long run.

Throughout her adventures, she faced a great deal and gained a number of useful skills, facing down the Akuma on multiple occasions and using her smarts to get out of tough spots. She formed some very useful connections and began using what she learned to the benefit of others around the continent. Things would occasionally be tough, but she was always reassured by the fact that, if she ever truly needed to, she could always return home to see her Nonna. And maybe she'd stop to see the rest of her family too. If she felt like it.

Mother: Unnamed (Deceased)Father: Unnamed (Deceased)Siblings: N/ANon-Immediate Family: Mei has no immediate family to speak of.Friends: Mei doesn't really have an abundance of friends, largely because of her wandering. Interestingly enough, her closest friend in her travels is none other than the lesser god, Tanuki. However, she does have a pair of good friends, back in her home village. A girl named Nozomi and an eccentric Shaman who she just calls Ojīsan (which is both a term of endearment and mocking, seeing as he actually isn't that old).

Alignment:Type-1 C/G. Mei is a fundamentally "good" person, though doesn't particularly think there's anything all that special about her more altruistic tendencies. She's more interested in her freedom to do what she pleases, which happens to be benign or, at worst, generally harmless.Occupation: Entertainer - Mei is a street performer, putting on shows with an emphasis on comedy, storytelling, and illusions. Often times her jokes will be at the expense of the governing power, wherever she happens to wind up.Home Continent: Kowari, SunakaCreed: It's usually assumed that Mei is nonreligious, largely due to her freewheeling nature. However, contrary to what one might expect of her, Mei does follow a Creed. Even more surprisingly, she falls in with the Creed of Kyōhaku, which is all about hard work and the like.Starting Location: KowariNon-Combat Skills/Talents: Mei is a natural born entertainer. And she's fairly aware of this. Her comedic timing, witty delivery, and charisma make her incredibly engaging to observe and interact with. Aside from her comedic performances, however, often underrated are her musical talents for singing and playing certain instruments, as well as her acting ability, which extends well beyond sheer comedy. Since Mei was a kid, she's excelled at pickpocketing and taking things from right under people's noses. She can pick her way through any basic lock and can be quite the stealthy one, even without her transformations. And this probably goes without saying, but she is incredibly crafty, even devious at times. In an instant, she can usually think of several ways to rob someone blind. Though this is a skillset that's generally aimed at those who slight her or willfully infringe upon the freedoms of herself or others around her. She's extremely good at strategy games such as shogi. She's also exceptionally well known for her ability to formulate alcoholic beverages... which is unsurprising because she's proven to have an outright supernatural tolerance for alcohol. Though she favors straight Sake, she will drink anything and revel in the different sensations they produce. Even when she does get drunk, she seems bizarrely immune to hangovers.Combat Prowess: Mei is an extremely unconventional fighter. The style she's developed for her unique abilities is based entirely around disruption and chaos. She frequently shifts up her weapon choice to keep her opponents unbalanced and guessing. Or she'll change her own form just as a distraction. Since her shape-changing abilities are low-power, she's able to constantly bounce between forms, stalling out for the few seconds it takes for the Quick Cast side effects to fade before switching again. But added to this is her tendency to pepper in more juvenile acts, such as pants-ing her opponent, partially for a lark, and partially because it disrupts the flow of things. In short, she combines a hectic fighting style, that few can pin down, with pranks. She'll even make faces at her opponent, just to briefly confuse them. But while other people may see chaos, Mei created the style to allow her to seamlessly shift between tactics and control the flow of battle. After all, expecting the enemy to fight honorably is a fool's error.Weapon(s): Mei doesn't keep any specific weapons. However, that isn't to say she uses none. Her abilities essentially allow her to turn anything into a weapon. But not in the traditional sense of improvising with them.

Djinn/Gracer/Channeler: Channeler

Blaze: N/AGrace: N/ABook(s): Tanuki (Changeling Smoke)

Applications

App 1: 変身 [Henshin] - "Transform!" is the word of the day when Mei brings out her signature Incantation. Put simply, this ability makes Mei into the ultimate trickster, able to change her form at will, either partially or completely. Though there are caveats to this. She can only mimic other living beings, cannot mimic the supernatural abilities of her disguise (Gracers, Blazes, other Incantations, etc.), and doesn't gain their knowledge or memories. She does, however, take on their physical abilities - strength, speed, resilience, etc. When she transforms, her entire body is suddenly surrounded by a burst of smoke and she emerges with whatever new form or alterations she's employed. (Quick Cast)

App 2: 変更 [Henkō] - "Change!" is the incantation that allows Mei to change the shape of objects she's touching, or has recently touched when triggering the effect, into any other object. She isn't able to make organic matter inorganic or vice versa. And the greater the difference in the sizes and complexities of the objects, the longer the cast time. As with Henshin, the item in question is surrounded by a burst of smoke and revealed when the smoke clears, or she pulls it out of the cloud, to be in its new form. (Variable Cast Time)

App 3: 錯覚 [Sakkaku] - "Illusion" is a far more subtle technique, utilizing Tanuki's Changeling Smoke to its most elaborate extent. Mei is able to fill an area with a veil of smoke so thin, it can go completely undetected unless. Those exposed to it will begin to experience vivid illusions. The difference between this and her ordinary tricks is that these illusions are not tangible. Nothing actually changes. So those with sharp enough senses or discipline can shake it off. Mei can channel this magic after the initial recital of the incantation to sustain the haze for longer. The smoke likewise lingers for a bit when she's done channeling the magic. Those affected will snap out of it as the smoke clears. (Variable Cast Time)

App 4: 煙 [Kemuri] - "Smoke" is Mei's incantation for generating a much thicker, non-illusory haze that's difficult for anyone to navigate through. Furthermore, breathing it can cause anyone affected to suffer from any number of effects, including disorientation, numbness, induced laughter, even inebriation. And, like Illusion, the smoke will linger for a bit after Mei stops channeling the magic. Though she can channel it past the initial recital of the incantation, also like Illusion. (Variable Cast Time)

App 5: 偽 [Nise] - "Fake!" is the technique that allows Mei to form her Changeling Smoke into duplicates of herself. They're harmless and dissipate as soon as they take "damage," but they more independently and are incredible tools of misdirection. However, creating them take time. The more copies she makes, the longer she keeps the cast running. When she stops, the copies will persist until destroyed. (Variable Cast Time)

PersonalityLikes: It's no secret that Mei loves to have herself a good time and see to it that others are as well. While she's fond of telling riotous anecdotes and jokes, she's also big on mischief. She's always up for a good practical joke, especially using her transformations. Beyond that, she's especially keen on alcohol. She loves screwing with people in strategy games as much as she loves outplaying people on real-world terms who probably have it coming. While she doesn't really do the thieving thing for personal gain (anymore), she still enjoys doing it, especially towards those who deserve it. Though if the situation calls for it (in her mind, anyway), she may not stop at a simple con. She may decide it's more appropriate to more visibly teach them a lesson and utterly humiliate them. She's also very friendly and casual towards the lesser gods, being quite comfortable around them and prone to share her fun with them. Mei is shown to have something of a soft spot for kids and is rather good with them. She'll play games with them using her transformations and tricks, make little arts-and-crafts pieces for them, even use her abilities to help tutor them with things by making learning fun and easy.Dislikes: On that note, Mei is usually chatty and sociable. But if anyone ever threatens or harms a child in her presence, they're going to have a really bad time. The talking will cease and they will be taught the meaning of curbstomp. On a lighter note, Mei isn't really fond of rules and whatnot, believing people should be free to do as they please as long as they don't inconvenience or hurt one another. It's probably safer to say she's not fond of overreaching rules and authority, as she doesn't seem to really mind some of the fundamental ones. Though she argues most of the fundamental rules should be common sense, anyway. Her mild contempt for the political system is actually the basis for a number of her acts as she openly ridicules the government, though is more sly about it in places that support the political system more adamantly. Mei has no love for the Akuma, and will usually make a show out of destroying them in very comedic fashion. She's not overly fond of stuffy or haughty people, finding them to be excellent fodder, if anything. She's also not really big on people thanking her or calling her on her more selfless deeds.Fears: Mei's fears aren't always especially apparent. But perhaps her most noteworthy fear is that of the government's power expanding to the point of eventually taking away people's freedoms and the people willingly allowing it out of complacency.Values: Freedom, FunWeaknesses: Mei isn't known for taking things seriously unless properly motivated, and this can bite her at times, causing her to be a bit overconfident and make exploitable mistakes as she gets swept up in putting on a show.Temperament: Mei is usually a chatty, sociable woman who has no problems sharing a laugh with anyone. But all bets are off when she's provoked, as she becomes the embodiment of mischief and labels the subject of her antics her "Best Buddy." It's not a term anyone dealing with her wants to hear. In her vernacular, it's synonymous with the word "Target," and not a good thing. Still, even in those situations she typically keeps her usual calm composure. It's very difficult to inspire genuine fury in her. But when it happens, she's practically unrecognizable.Outlook: Mei's entire philosophy is that life wouldn't be worth living if you couldn't have fun with it every once in a while. She considers herself to be a stabilizing element in a Creed with a philosophy like Kyōhaku's, which is generally all about work. She respects the work ethic, but dammit, people could stand to laugh more around here!

Background: Mei was orphaned by the Akuma at a fairly young age, leaving her to grow up on the streets among other children. She was never the sort to take a leadership role but was always seen around the leaders for one reason or another. The fact of the matter was that she was excellent at gather information and formulating plans. She and the other street urchins would pull elaborate stunts to get survival necessities. On top of this, she developed a knack for keeping other kids' spirits up with her jokes and spirited attitude. But as years passed and kids began slipping out of the fold or getting caught by the authorities, Mei found herself left alone. Her only remaining friend was a younger girl who'd always looked up to her - Nozomi. But Mei didn't get to see even her, terribly often. Despite being her last real friend, Mei went out of her way to help Nozomi realize her wish of being adopted and having a proper family, knowing that said family would never take her as well, given her history. She'd occasionally sneak by, have a chat, but she'd usually be shooed away. Such is life, right?

At a low point, Mei got herself caught during one of her capers and was promptly run out of town. While out, she stumbled across a fairly secluded shrine where she met a shaman. The man was unusually whimsical and odd for his role, as well. He offered her temporary sanctuary as it was raining and she had nowhere to go. The two eventually got to talking, though Mei wasn't especially keen on the idea, at first, obviously not being in a position to really be anything but wary of authority figures. Yet the shaman seemed to take a vested interest in her. The two of them wound up having a fun little chat. When the rain stopped the next day, Mei was actually reluctant to leave. Sensing this, the eccentric shaman made her an offer. She could remain but only if she agreed to become his apprentice. Against her better judgment, she agreed. From that point forward she was exactly that. He taught her the deific tongue so she could help him with certain rites and rituals and the two of them went on to become great friends. She'd even become a bit more favored to the community, able to openly interact without the dirty looks and sneers.

But, eventually, disaster struck. The Akuma turned up near the village. In order to defend the Shaman and the people of the town, Mei formed a pact with the lesser god of their shrine, Tanuki, who had already been friends with them both. At that moment she became a proper Channeler, much like the Shaman, himself. Using this power, she fended off the Akuma as best she could until reinforcements arrived. Though the shrine was destroyed in the process, as well as her and the Shaman's home. But when Mei stepped up to help him rebuild everything, he declined. He'd see to it that everything was restored. But now was as good a time as any to let the girl go. She should go out. Get to see more of the region - more of the world. She could visit other shrines, befriend more of the lesser gods, spread her laughter to others. He found great humor in the difference a few years had made. At first, she was reluctant to stay, and now she didn't want to leave. But she eventually accepted the idea and soon she was off, promising to still drop by regularly. "After all! Nozomi will get mad if I don't still visit her every once in a while! And who wants that, right?"

Since then, Mei has spend a handful of years traveling. She visits the shrines of lesser gods, entertains them with her charms as much as she brings out the smiles of whatever communities she stops by on the way. But she always makes that time to return to where it all began. Every time she gets to see how much further along reconstruction is going and how her oldest friends are doing.

Mother: UnknownFather: UnknownSiblings: N/ANon-Immediate Family: None to speak of.Friends: Bridget doesn't really have any friends. Training to be a warrior was essentially all she knew, growing up. She made no real friends among those she trained with. In fact, in most cases, she wasn't even told any of their names until much later. After getting through her training and being assigned her jurisdiction as a Judge, she didn't make any effort to familiarize herself with the other Judges. But this much was expected. There are remarkably few Judges, compared to the size of the Templar Knights. Usually, there will only be two or three assigned to a jurisdiction. So she seldom even sees her comrades.

Alignment:Type-1 L/G. In essence, Bridget's entire job description is this alignment's. Her duty (to oversimplify it) is to observe the Templar Knights and weigh their actions, the potential (or actual) consequences thereof, and judge them, holding them accountable and punishing them if necessary. Judges are the enforcers of the Creed's most sacred codes. And though fairly new to the role, Bridget embodies it wholly.Occupation: Nemesis JudgeHome Continent: Ipal, KortanaCreed: As is probably fairly obvious, Bridget is a devout follower of the Creed of Nemesis. She has been since she was a child and has never questioned it. She doesn't really view it as her place to question the Creed's codes, either way. Her piety is well-documented. Before any battle and often when giving any kind of command, she invokes the will of Nemesis, seeing herself as a vessel of the Goddess's divine retribution.Starting Location: IpalNon-Combat Skills/Talents: Bridget... actually doesn't know how to do much that isn't directly related to combat or field survival. She was never trained to, so her outer skills are sorely lacking. She's very well-read and intelligent, with an exceptional reading level and grasp of arithmetic, government, and so-on. She can patch wounds, anticipate weather, and the like. But in a mundane setting, it'd be easier to list things she isn't good at. For example, she can produce edible food, but her cooking tastes awful (something she's aware and adorably ashamed of). She doesn't know how to mend clothes particularly well (It requires a fine touch that she just lacks). And her social skills are clearly not optimized for interaction with anyone not of authority. It's honestly a wonder she can dress herself. However, she has memorized and can recite scripture at the drop of a hat.Combat Prowess: Being a Judge, Bridget has been trained as one of the most esteemed fighters in the world. The Judges are trained as elites, enduring a training regimen even more grueling than those of the Templar Knights. She was no exception. But even prior to that, the training of her own unique circumstances effectively made her into a super soldier, able to fend for herself against entire Platoons of ordinary Templars, edge out most Graced Templars, and stomp down small Akuma clusters with no difficulty. She fights like a wave, forcefully advancing upon her enemies to constantly push them back and force them to stagger, then seizing the opportunity to eliminate them. She's often regarded as a "Berserker without the ferocity/bloodlust," as this is simply how she fights. She's a living example of an Advancing Wall of Doom, bulldozing any enemy unlucky enough to be in front of her.Weapon(s): Bridget brings a broadsword and round shield into battle.

Djinn/Gracer/Channeler: Gracer

Blaze: N/AGrace: Bridget's Grace manifests itself in an aura that gives her complete control over its density and weight, essentially allowing her to make it (and, by extension, herself or other objects) weigh as much as a boulder or as little as a feather, as well as change the direction of its weight and alter its rigidity.Book(s): N/A

Applications

App 1: Swift Judgment - One of Bridget's most frequently used techniques sees her internalize her aura completely and use it to drastically decrease her own weight, vastly increasing her mobility with greater speed and agility. Though incapable of allowing flight, it does let her jump over greater heights and longer distances, slow her descents to seemingly glide, and shrug off attacks by making herself easier to move, thus not taking the full brunt of them.

App 2: Resolve - By isolating her density, Bridget can make herself solid as iron, increasing her physical strength several times over and making her exceedingly resilient.

App 3: Burden - Another of Bridget's more personal techniques allows her to increase her own density and dramatically boost her weight by up to several thousand kilos, rendering herself virtually immovable and incredibly durable. One of her favored tactics is to leap into the air with Swift Judgment, then instantly increase her weight, thus dropping from the air like a bomb, yielding immense destructive force. By increasing her weight laterally, she can essentially charge in a given direction, turning herself into the definition of a human cannonball. Though the heavier she makes herself, the more difficult it is for her to move even under her own power.

App 4: Implements of Justice - Bridget is able to infuse anything she's touching with her Grace aura for a period, allowing her to manipulate their weight as well. By increasing its weight in a given direction, she can propel it laterally, and not just up or down. This allows her to use her traditionally close-range weapons for long-distance attacks, as well as make them easier to handle. She also uses this as a means of returning her weapons to her hands after having thrown them.

App 5: Crippling Guilt - A variant of the above, Bridget is able to compress her Grace aura into single attacks and allowing those attacks to do far more damage. With this employed, an attack can be made to come with the weight of an avalanche, but all concentrated on a specific point, rather than spread out. If properly applied, she could even produce waves of sheer force with the motion of her attack to strike at a distance with concussive results.

App 6: Penalty - A more complex technique in which Bridget uses a portion of her aura to set a trap in her blind spot. Anything that makes contact with this region of her aura will suddenly be rendered weightless and causing it to float helplessly for a moment or so.

PersonalityLikes: Bridget isn't the most well-rounded individual, as such she's still in the process of discovering things she "likes." But one thing she's certainly aware of is that she really enjoys sweet foods. In particular, there's a honey-glazed pastry that she can only get from a bakery in her jurisdiction that she absolutely adores. In fact, when she's feeling annoyed, upset, or otherwise bothered, she'll often make a point to go out of her way to go buy a batch. She's also fairly keen on scripture and reciting it to herself or others. It's something she finds comfort in. She's noted her fondness for the Spring season, enjoying the warm weather and gentle breezes as she distinctly remembers enjoying her training in that weather, and she finds it relaxing. As far as other things go, everything is essentially a learning experience. She's very much a fish-out-of-water.Dislikes: Above all else is Bridget's inherent contempt for injustice. As someone taught to follow the teachings of Nemesis to the letter, there is little she despises more than a lack of fairness. As a Judge, she has an especially acute response to abuse of power. She won't hesitate, for an instant, to do her job if she finds a Templar to be misusing their authority. She doesn't exactly enjoy hearing people badmouth her Creed or its beliefs but keeps her mouth shut about it, all the same, usually.Fears: Above all else, Bridget fears the fall of her Creed. But when asked whether she believes they themselves or the Akuma will be their downfall, she usually won't respond.Values: Law and Order, Fairness, Faith, HonestyWeaknesses: Perhaps most notably, Bridget has had all of her talents focused into areas that are of absolutely no use in ordinary life. As such, she essentially has few actual life skills. Her subpar social skills, in particular, make interaction fairly awkward at times and hurts her ability to be diplomatic. This leads to her tendency towards bluntness and brutal honesty, which can generally become unintentionally hurtful. When it comes to social norms and cues, Bridget is fairly naive, and perhaps a tad gullible.Temperament: Bridget tends to come across as not quite emotionless, but somewhat stoic, yet also charmingly, endearingly innocent if caught at the right moment. In most situations, it's assumed that she's nothing more than a firm and dignified soldier of the Creed. But she's actually a fairly gentle young woman. While she's not broadly familiar with gestures of kindness or social norms, when she isn't concentrated on her mission and can relax, there's a radiant serenity to her. There's also a sense of childlike wonder that comes with her experiencing new things. Or at least actually taking the initiative to focus on and think about experiences she'd previously taken for granted.Outlook: At least initially, Bridget's outlook is unsurprisingly straightforward. She abides by the Code of the Judges and the Texts of Nemesis. It's as simple as this, with very little in the way of nuance. Fairness is paramount and divine retribution awaits those who dare to subvert it. She doesn't much concern herself with arguments over what constitutes "justice" or "fairness," leaving that up to the texts to decide. The word of the text is law. And she is an enforcer. When warranted, she is not simply Judge, but also Jury and, if necessary, executioner.

Background: Bridget was born as part of a Templar experiment, breeding children to be the next generation of Templar Knights and Judges. From an early age, she was groomed for this specific purpose. She excelled at physical and combat training, was one of the brightest of the many subjects, and displayed an unrivaled affinity for the teachings of Nemesis. By all accounts, she was the perfect candidate. When she was sixteen, she was among eight of the subjects chosen to advance to the next stage. She was marked with a large and beautiful Grace Tattoo that spanned the length of her back, further enhancing her abilities with power enough to make one person into an army. Though the process was far from comfortable, it was worth it in the eyes of Bridget's successors in that it gave her an incredibly useful and powerful set of abilities. Ones that she used to prove herself against remaining seven candidates in a free-for-all duel. Having placed second in the battle, she was assigned the role of Judge, along with the others in the top three, leaving the bottom five to assume the role of Templar Knights, fast-tracked to Knight-Captain ranks.

Following her assignment, she was sent off to Judge training, where she was overseen by a handful of veterans and praised, along with her peers from the experiment, by the Warden, himself. The training necessary to become a Judge was a grueling, at times inhumane experience, stretched over the course of eight years. And yet despite their age, none of them showed anything but the utmost physical and mental fortitude and resolve. They proved exceptionally resourceful and brutally efficient in the field. During their final test, they were sent to a community near the Devil's Mouth, where the Akuma were attacking. There, the three of them, with the assistance of a handful of lesser Templar Knights, convincingly overwhelmed and slaughtered the attacking Akuma horde.

Having passed, Bridget was assigned to Ipal, along with the number three candidate to get through the training as a Judge. New to the role though she may be, she's already made a lasting impression. Shortly after arriving, one of her first actions was judging a rogue Knight-Captain who was violating the truce agreement with the Djinn of Ipal's independent states, abducting Djinn from across territory borders to bring back to the Creed territories as slaves. Though it should be noted that Bridget doesn't actually care about the Djinn, one way or the other. The man was both abusing his authority and undermining the law. The text of Nemesis and the Code of the Judges states that such crimes would be met with swift punishment. So she punished.

It should be noted that Bridget is still an experiment. A notably expensive one, at that. She's seen as a living resource and highly valued by those who invested in her development. As she's new to her role, her actions are being observed by watchful eyes and the results of her actions documented. Her work, and the work of her two peers, as Judges, determines the success of the experiment.

Mother: Lamia BelmontFather: Magna Belmont (Deceased)Siblings: N/ANon-Immediate Family: None to speak of.Friends: Dante's closest friend is his canine companion, Nova, who is unwaveringly loyal to and protective of him... despite how much of a handful he can be at times. Their relationship is less "a boy and his dog," and more akin to that of a tired mother and her rebellious son. They bicker, given their clashing personalities. They disagree on how to approach most things. But beneath it all is a rock-solid bond. They trust one another implicitly and are never reluctant to showcase that connection when it matters.

Alignment:Type-2 N/G. Dante believes in being good, plain and simple. He goes out of his way to actively do the good thing, even if it doesn't make him necessarily popular.Occupation: Dante is a Relic Hunter. He doesn't particularly do it out of a fascination with the Old World, so much as he does for his love of adventure and his desire to make money for his family back home. The job generally pays pretty well, after all. Assuming a person can secure jobs and/or spots in expeditions. He is awed by the Old World technology and such. But all the brainy stuff really just goes right over his head and he admits it.Home Continent: Alo, The Far-WestCreed: Dante doesn't subscribe to any of the Creeds. He believes in the Gods and follows some of their teachings, but never actually fell in with any of the Creeds, themselves. He doesn't mind any of them on a fundamental level, but simply never learned about them, growing up, and had no real interest, later in life, not really seeing the point.Starting Location: Alo, The Far-EastNon-Combat Skills/Talents: Something many consider to be a talent is Dante's stomach. Though he doesn't (initially) eat much more than an ordinary person, he doesn't appear to be especially picky and seems capable of eating just about anything that's actually edible with no problem at all. In his travels, he's grown very good at observing his surroundings to spot abnormalities that could lead to secrets. This does also help in combat, however, as it makes him very adaptive, being able to spot things to use to his advantage. It simply isn't something he uses exclusively in that context. He's also very good with kids, being great fun in playing with them and the like. Dante has grown exceptionally good at navigating by reading nature, including the stars, sun, and so-on. This translates into his ability to make maps.Combat Prowess: Dante isn't a seasoned veteran, but he certainly knows how to handle himself in a fight. His father, having fought in the old wars with the Djinn States, taught him the ins-and-outs of sword fighting. He's exceptionally athletic and agile, allowing him to keep pace with plenty of fighters out there. But he's also got a flair for the dramatic, and tends to be a showboat, coming up with all sorts of flashy and impractical (but surprisingly effective) moves that he gives names to and the like.Weapon(s): Dante rushes into battle with a basic longsword.

Djinn/Gracer/Channeler: Djinn (Transformed). Dante doesn't start out as a Djinn but becomes one fairly early in the story.

Blaze: Dante's Blaze is known as "Demon's Bane." In short, he's able to produce a flaming aura of varying intensity around himself and/or anything he's touching. The flames and fumes of which are not only hot but also poisonous and capable of yielding a number of effects. Anything he imparts his aura to is immune to its effects.Grace: N/ABook(s): N/A

Applications

App 1: Paralysis Singe - Dante can alter the poisonous attributes of his aura to apply a paralytic effect. As such, anyone he's able to burn with it will be immobilized in the general region where the burn was left. If on the arm, for example, the target would lose mobility and sensation in that arm.

App 2: Brimstone Miasma - By suppressing his aura, Dante can emit smoke instead of flames, acting as something of a smokescreen and a powerful miasma. Exposure causes respiratory irritation, which leads to coughing. If exposed for extended periods of time, the victim may even be subject to fits of vomiting, loss of consciousness, potentially even lung damage. The effect also applies to smoke generated from anything he burns with his aura, such as tree bark.

App 3: Necrotic Flame - Dante's aura can be made to produce an effect not terribly unlike acid to a person it comes into contact with. If he burns them with it, even slightly, the injury produces a necrotic effect that slightly spreads outward from the scar for a brief period, essentially decaying a small portion of flesh.

App 4: Ill Blaze - Another effect that can be applied to Dante's aura is a viral property. If he burns a target with his aura while using this effect, they become temporarily sick and experience symptoms such as fever, nausea, dizziness, vertigo, even mild delirium. The more exposed they are to his aura, the worse and longer-lasting this sickness will be. To the point where it can be lethal if unrestrained.

App 5: Hell's Venom - Dante's most powerful poison technique, essentially a combination of all his other poisonous effects and drastically increased in potency. When compressed enough, the venom in his aura becomes so strong that the fire, itself, turns green. Anyone burned by this is infected with a toxin that rivals some of the most venomous animals in the world. It turns the victim's veins black, quickly overpowers the respiratory system, causes convulsions, and various other dire symptoms. If not treated with an antivenom within a matter of hours (which is derived from his blood), the subject will die. That said, compressing the poison in the aura this much takes time and concentration. That or an extremely potent emotional response to something (i.e extreme anger and/or fear. Basically the manifestation of Fight or Flight instinct).

App 6: Demon Edge - Dante can infuse his aura into anything he's touching or partially project it around his person. This allows him to enhance his sword, create "claws" of his fiery aura, and other similar things, giving him the ability to cut through things with ease using the raw heat.

App 7: Demon Rend - Dante can't project his aura outwardly in the form of projectile attacks, fire streams, or anything of that nature. But he can create slashing effects with anything his aura is infused to. This gives him some reach, letting him apply his poisonous effects to more distant (about medium range) adversaries. Or, if he chooses to suppress the poison, just burn them.

PersonalityLikes: Dante rather enjoys food. His less than privileged background meant he always had to make due with what he had, expanding his horizons and allowing him to enjoy most anything as long as it could be eaten and had a taste to speak of. He's also really into adventuring and seeing all the amazing things that being a Relic Hunter can show him. He may not be a brainiac, but he's a fairly smart kid and can appreciate the wonder of discovering Old World ruins and relics as much as any researcher. The one thing Dante enjoys most about what he does, however, is the action. Not necessarily the occasional fighting that's necessary, but the environmental hazards and puzzle solving involved in navigating the ruins is exciting. Dante enjoys anything that can get his blood pumping like that. Though yes, he does enjoy a good spar, despite not liking violence outside of friendly competition.Dislikes: "Jerkasses" are a noteworthy one for him. Specifically, these would be anyone who's just a jerk, thinking they're better than everyone and displays this either by treating people horribly or actively harming them. Such people piss him off. And he makes certain they're aware of this. Dante doesn't really enjoy being nagged by anyone, let alone by Nova. While he loves his adventures and doing what he does, he prefers to not be around once all the sciencey, intellectual chatter starts up. It tends to make his head spin. Dante isn't the biggest fan of the Djinn. His father had always told stories about the war between most of the territories and Djinn states in their region over resources. This, combined with his father's tragic death to circumstances involving Djinn, has made Dante leery of them at best, though not for the same religious reasons that most others with this attitude hold to.Fears: Dante doesn't particularly have many specific fears (initially). Most notably is the dread of leaving his home undefended. As he is his hometown's best fighter, he fears his absence could leave them vulnerable.Values: Dante doesn't put a lot of stock in the verbalization of the abstract qualities encompassed in the idea of just being a good person. He just believes in being as good as you can be and not, as he'd put it, "A Jerkass."Weaknesses: Once he gets going, Dante is extremely passionate. However, this can work very much against him, edging over into foolhardy stubbornness if he isn't careful. He also isn't nearly as in control of his temper as he seems. He simply doesn't have many obvious triggers. When he is properly provoked, he's usually very quick to go off.Temperament: Though usually pretty even-tempered and easygoing, Dante's hotblooded inner nature will reveal itself when faced with any form of jerkass. He'll be the one to step up and put them down, either through his sheer passion (if it's just verbal jerkass-ing) or actual actions on his part (if they're actively harming others). During which point he'll (usually) show a relentless refusal to stay down for very long.Outlook: Dante is a simple, well-intentioned kid with a big heart. His personal philosophy is that people should use their gifts to help each other and be as good as they can, not to take from and bully one another.

Background: Dante grew up in a relatively small mining village in the Far-West region of Alo. His father was a warrior, fighting during the days of more open conflict between their region's territories and many of its Djinn States. The Djinn States, which far outnumbered the territories, would often bully them for their resources. When the territories decided enough was enough, fighting broke out and a small war ensued. Though this ended in a stalemate. In more recent years, the relationship between the two entities is locked into something of a cold war.

Dante grew up idolizing his father, who he always viewed as the ultimate hero, despite the rest of their town basically thinking him a loser. The boy didn't care. He'd defend his father to the world. It was from him that he learned to stand up for others, even before he learned how to actually fight. He swore that one day he'd grow up to be a hero, just like his dad, and fight the Djinn to make sure they leave their home alone.

His mother was a Relic Hunter, often away on work. But one day she returned with a surprise for her son - a puppy named Nova. One of her peers had brought their dog on the expedition and it wound up having puppies. But each of them was bizarre in that they manifested with advanced intellects and odd mental abilities. Likely an effect of exposure to something in the ruins. Not only was this puppy intelligent, it could understand human language. And it could somehow let them hear its thoughts. Nova would go on to become a staple in the family and an extremely close friend to Dante, even acting as something of a surrogate mother figure whenever his actual mother was away on her travels. Developing a strong guardian nature, Nova was eventually imbued with a Grace as part of an experiment to see if the procedure could take to animals. It did. Her unique circumstances made her the ideal candidate after the process failed on others, lending credence to the notion that animals were capable but lacked the intelligence to functionally make use of a Grace.

A bit later in life, Dante had begun helping his mother in her travels. But then things got complicated. A fire broke out in their mine. No one saw how or why, but in the inferno, many people lost their lives. Dante's father included. Though his actions in that crisis also saved the lives of many. Still, it didn't help much to alleviate that pain. Dante was devastated by this, having been completely unable to help. However, he saw something that no one else did, as well - a Djinn not far from the entrance to the mine, leaving the scene. Especially odd, seeing as their town normally wasn't a place where Djinn were welcome. Certain the horned devil had something to do with it, he gave chase. But he lost him and no one would believe him.

Eventually, his mother returned home upon hearing the news. She decided to stay, working a job in the town. But Dante, not wanting his mother to have to completely give up what she was doing, decided he'd become a Relic Hunter. He could provide her with unique finds for her to study and she could continue her research. Being an actual Relic Hunter paid more than the research work, anyway, so she wouldn't have to worry about picking up the slack left by his father. In time, Dante and Nova set out together as a tag-team Relic Hunting duo. Nova's canine sense and ability to sense artifacts of the Old World have come in handy many times since leaving, allowing them to make something of a name for themselves.

Blaze: N/AGrace: Supernova is the name ascribed to Nova's Grace... by Dante. In simple terms, Nova's grace allows her aura to produce solar energy, yielding immense heat that can be used for a number of effects.Book(s): N/A

Applications

App 1: Farenheit - Nova compresses her aura, surrounding her body in such intense heat that she can burn anything she makes contact with. She can use her claws to cleave through sheet metal like butter or sunder the thick armor of an Akuma's hide.

App 4: Solar Burst Attack - Nova harnesses a portion of her aura into a ball and lobs it mentally. This ball is a powerful volatile construct that will explode after a period but can burn through anythin in its path before then.

App 5: Eclipse Gun - Nova focuses her aura into a ball similar to the Solar Burst Attack, but instead of harnessing it into a small bomb, she fires all of it into a devastatingly powerful beam of raw heat and concussive force, able to punch holes through just about anything.

PersonalityLikes: One thing Nova has come to appreciate is peace and quiet. She enjoys any chance she gets to be alone and not worry about whatever Dante's getting up to, maybe getting in a nap. Much like Dante, she also enjoys eating as food is one of the few things that can break down her typically stoic facade. Interestingly, Nova actually quite enjoys reading and has read through many excellent novels with Dante's mother, the two of them having formed something of a book club. Nova actually quite likes cats and kittens, finding them to be rather cute.Dislikes: Nova rather dislikes being treated like a dog. She finds it demeaning and degrading, the way people speak to her like an infant. She doesn't enjoy ear scratches of belly rubs and isn't exactly keen on games like fetch. Aside from this, she can't say she's a fan of having to essentially babysit Dante despite his now being a grown man. Not that she dislikes being around him. She's just grown weary of always pulling him out of the metaphorical fire.Fears: Contrary to her attitude about the whole thing, Nova takes her self-appointed role as Dante's guardian very seriously. And as such, she deeply fears ever failing to protect him.Values: Loyalty, Foresight, WisdomWeaknesses: Nova's greatest weakness is, honestly, that she's a dog. She may be a dog with a well-extended lifespan and powers over solar energy, but she still doesn't have opposable thumbs, among various other advantages that humans possess. Furthermore, she's exceptionally untrusting of others. She can be a bit overbearing, where Dante is concerned.Temperament: Nova is the sort to keep a cool head at pretty much all times. Seldom will this coldly serene, observative, proud, dignified persona be disrupted. When it is, it's safe to assume she smells something good. Even when she's angry, her fury generally comes off as tranquil, oddly serene, and all the more frightening than that of a raging berserker.Outlook: Nova has impossibly high standards. Earning her trust is simply not easy. Dante has proven his big-hearted nature since they met. Once her trust is earned, it's earned for good. But if it's ever betrayed, it's virtually impossible to gain it back. Above all else, Nova is all about loyalty.